Trust_me_Im_a_Doctor
Trust_me_Im_a_Doctor
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- Trust_me_Im_a_Doctor
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Comments
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If it's to combat slugging then it seems weak. But with Cage's Perk you could exploit it a time or two in match unless a 4 man had it and were reviving eachother repeatedly.
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Maybe just add others' perks or builds to the lobby or pause menu like the offerings at least for solo queue-ers. Maybe for the people playing with the solo queue-ers too.
From a design perspective, however, it's thematically understandable in that in a survival/killer situation you wouldn't know strangers capabilities.
The teams are also set up as 4 against 1, survivors would get one hell of an edge if teamwork was that much easier. But it's also not fair to solo survivors let alone new players that don't know all of the perks, abilities and add-ons by heart or how to adapt to them. It's a competitive game, somebody's gotta "lose". Just try to have fun and try not to ruin anybody else's fun.
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There are multiple, multiple, multiple ways around this. The point of changing meta is so that the game doesn't get stagnant.
Survivors were strong at chases, self healing, and chasing again so killers used perks and strategies to counter healing, pallets and flashlights. Then they nerfed self healing.
That, combined with new, strong killers and killer perks tipped the scales. Because chases are shorter for survivors and getting injured is riskier and, let's face it, more likely, they're new goal is to not be put in those situations in the first place.
I'll agree the meta has changed but I disagree that it's an issue. If you can't find survivors, track them by other means. Change your meta. Blood tracking perks and add-ons, spies in the shadows, thrilling tremors, surveillance, wraith's scratchmark perk name I forgot, give them difficult skill checks, use killers like trapper or knight who can damage without seeing survivors, any perks that can create loud noise events or highlight generators should be your new playstyle if you are having trouble against Stealth.
I've been playing since year 2. I started playing as killer right after spirit first came out. Then the games got so stressful that, because of my anxiety disorder, it was literally bad for my health. I switched to survivor and my playstyle has been Stealth until teammates need me. I have been running distortion, calm spirit and ironwill almost this entire time because I was never ood at chases and never will be. But as a solo player 90% of the time, let me tell you that them not helping teammates is on them not the meta.
As a solo survivor, use kindred, aftercare, boon healing or yoichi's perk to let other survivors see your aura. You can use bond to see others. You can use the key add-ons to see survivors. You can use maps to create a giant pillar that acts like the screaming sun from Rick and Marty. There are ways to play, adapt, overcome. Sorry about the rant. I've been a Stealth main for years and just was able to pick killer back up, op hit home lol
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It's been happening to me too, Xbox One. So far, it's only happened when Feng Min is in the lobby. It doesn't matter if I pick her or another survivor does, I get an infinite loading screen.
My friend tells me when everyone else gets away with the "someone disconnected while loading" message and it just says I dc'd but my screen is still frozen loading and taking up all of the processing power of my system.
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Had a couple matches that wouldn't load tonight, SWF once with a crossplay friend and SWF a 2nd time with 2 other non-crossplay friends.
I wonder if it is that people aren't updating their inventories- replacing the items that got removed, changed or disabled with the latest updates.
We used to have our inventories cleaned out after certain updates but we haven't had one of those in a while. Would making the affected items/perks unequip fix it?
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Mine must be broken because adding an Ivory Chalk Pouch the last 3 games brings me up to 20% chance to get off, a fourth game with 16% chance to get off and I've had 24 consecutive failures! :D!!!
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We can't spend the whole game walking around and staring at the ground, I don't really know how to rebalance him tho. Compared to stealth killers or killers that can down in one hit, he's not really bad comparably; it just seems that way because it's such a wierd kit, I think.
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Honestly, Chuckles is one of those killers I have the hardest time against as survivor. I used to constantly have on Slippery Meat just so I can have a chance to get away. I'm a stealth survivor and I'm just not good at chases so when I step in a trap it's game over for me. It always takes me 4-7 (this is not an exaggeration) tries to get out of a beartraps and Slippery Meat used to reduce that somewhat. If I had to make a suggestion it would be to just give beartraps one long timer with a guaranteed escape.
The RNG is only favoring killer when the beartraps can be put in all 3 locations cutting off killer shack completely. His add-ons for injuring people that disarm and put survivors into dying when they release themselves are pretty ridiculous. The only way to counter this is to have self-care, 99% yourself and disarm as many as you can while doing the buddy system in pairs of 2.
This is another problem; some killers are undefeatable with situations like these if you play solo and don't have any communication.
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I had this same bug, two different games, same ramp hill on Autohaven. The killer was on a platform other than Xbox, idk if it's exclusively a PC problem what with cross-platform, servers and all...
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Is there a counter tactic for Sixth Sense? Like come at a gen from the side of the map while looking away from it?
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Not going to lie, I got my expectations too high when I saw ptb footage and I mistook him for Jeepers Creepers, I thought we'd get our first flying killer and I was disappointed lol but he's interesting. I have heard that good survivors can dodge him easier than huntress and the stun is his drawback in that scenario.
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@Animator said:
Not only does this survivor grab mechanic not work, so the developers also changed the best grab animation ----->
https://gfycat.com/ru/qualifiedgrippingangelfish
to this crap, which is now in the game.
While it is prettier, I'd assume those animations are a little heavier on the system's processor and they are definitely more time consuming. The quicker animations just help the game be more fluid and faster.
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Personally, I think they should stop rolling back ranks every... what - month? Two months? Either way I'm tired of going up against Smurfs. Like, if you're new to the game and playing survivor then the killer is usually new too. And new killers ALWAYS camp and tunnel, because that's all they know and it's frustrating going up against them and then next match going up against red rockets that just got back from vacationing outside of the fog so they can come back and sink their toxic little nails into the mid ranks. Just, stop resetting ranks, it doesn't make sense to me.
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You're fine.
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I have a few ideas to make them more team-centric.
1. A beam of light add-on like the map, this would be unbalanced however as the whole team could easily get away without the killer even having a chance to counter even by accident.
2. A sound event for survivors followed by a very short period of aura vision of the key-holder. Another option would be to make the previously stated beam of light temporary or make any of these effects available to the killer's awareness as well.
3. The survivor with the key gets bloodpoints for others that escape through the hatch. Since they leave the game after going through hatch, maybe it takes time to open the hatch now and said survivor doesn't jump in until they're ready, it just consumes the key and opens the hatch?
Personally, I think this event would bring about a new pressure-building situation where the killer and survivors now all know generally where the hatch is, someone has a key and the odds of escape are higher temporarily. Does the person choose to stay for teammates that are now alerted or do they have to leave them behind when escape is so close for everyone?
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@Xetoil said:
The devs have said before that they don't want certain perks to work as counter play against certain killers (They said this with No Mither vs The Oni)
Hopefully Trapper will get his time of day as the doctor and freddy did, and all of the outdated counter play against him specifically will be looked into and removed.
Hopefully they'll take out Lightburn too.
What about Slippery Meat against Trapper?
Streetwise against Hag?
Small Game against Hag?
Calm Spirit against Doctor?
Sixth Sense against Freddy, Shape, Wraith, Spirit, Ghostface or any killer using stealth perks or, in demigorgon's case, add-ons?
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@PrettyFaceKate said:
How about this:
- You start the trial in the healthy state, but you suffer a permanent exposed status effect applied on you until you're put into the dying state. From there on out, the broken status effect is applied.
- Grunts of pain are reduced by 100%
- You receive 100% extra bp for actions in the boldness category.
About your idea of hiding the broken status effect to the killer, I think it is very interesting. However, the devs are fixated with consistency for the sake of it, so I doubt they would bother taking that idea into consideration.
The Boldness BP is very interesting but the grunt reduction would make Iron Will worthless. I do like that the perk removes bleeding, but again, what's the point if you are always broken? lol
Maybe they could incorporate a way to help the survivor being carried if you get a protection bonus, maybe a small boost to the wiggle meter? There just is nothing but drawbacks with No Mither and if the only way to keep from being downed in one hit is to use Dead Hard then why not just remove No Mither and take two hits to down instead?
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I tried ruin and surveillance with overcharge and tinkerer's, playing as Demigorgon on Lery's and they STILL popped gens fast. They never cleansed ruin until the exit gate was open and I never got to use overcharge because of ruin.
The problem was they would let the gen cook down to 0 THEN start working on it because it wouldn't show up on surveillance. And even with tinkerer's, once it triggered, by the time I Traversed there the gen would pop. It was frustrating...
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You just have to be... patient.
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That is hilarious, why didn't I think of that?
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Or maybe... They only become Broken after they first revive themselves?
Or make repairing the equivalent of one gen the requirement for activation?
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Come one, come all, step right up and look at the new meta! With those gens popping so fast you're gonna want to plan and protect yourself! Show them true terror with the classic love from NOED! Afraid of last-minute loops? Fired Up is what ya need! Hey, and speaking of Freddy, that Blood Warden perk may just do the trick now that no other perks matter in 4-15 minute games! While we're at it, let's slap on a little Rancor just to show that one Survivor that the last five minutes were theirs but they won't escape this game. What's that? You want a hook or two before all the gens are done? Well, I suppose you can't go wrong with Bitter Murmur or a Tinkerer's. All squared up? Good. Go get 'em chu-... I mean "champ" and good luck in the fog!
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@Speshul_Kitten said:
So if I slug everyone and let them bleed out, does that make me a “good player”?
No, this displeases the entity. There's a challenge in the archive for killing survivors "by any means" but I let one bleed out and only got 3 out of 4 kills, so the game literally says "you didn't kill them, they just... died," To be fair, it's called "dying" status, not "going to be killed" status and I should have seen it coming lol